Conversations
The Conversation System enables realistic, emergent dialogue between any Characters, whether they are players or NPCs. Designed for immersion, Story’s system leverages dynamic generation, memory context, and world awareness to simulate natural interactions across the world.
Natural Language Generation
Rather than using rigid dialogue trees, Story generates dialogue dynamically based on:
The speaker’s CharacterContext (personality, traits, quirks)
Their location, role, and current events
Active or passive memories
Relevant lore keywords tied to the conversation
Mood and past interaction history
This makes every dialogue context-sensitive and capable of evolving over time.
Character-to-Character Dialogue
Conversations can occur:
Between NPCs
Between NPCs and players
Story handles:
Dialogue intent parsing
Response formulation based on relationship and recent interactions
Tone and emotional variance in output (e.g., sarcasm, hesitance)
Proximity-Based Radiant Conversations
Characters may spontaneously speak when:
Another character enters their proximity radius
A time or schedule triggers a conversation routine
A shared memory or topic of interest is relevant to both
The environment or world events prompt a reaction (e.g., after a festival or disaster)
This supports ambient world-building and makes NPCs feel aware of each other’s presence, not just the player.
Memory + Relationship Updates
When characters converse:
A summary memory is optionally saved (per participant)
The system tracks:
What was said
How it was received (via power/significance heuristics)
Whether a relationship should shift
This allows characters to recall prior exchanges:
“You were kind to me last time. I remember that.”
Context Reactions
Dialogue can reference:
Recent events (e.g. “The festival was lovely, wasn’t it?”)
Other characters ("I heard Emelnie’s been avoiding the chapel.")
Known lore ("They say elves still walk the forests beyond Lys’Athara...")
This works even between NPCs, allowing them to discuss lore, relationships, or politics naturally and without prompting.
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